Add existing to tracked
This commit is contained in:
@@ -0,0 +1,488 @@
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import * as THREE from "three";
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import * as CANNON from "cannon-es";
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import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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import dieModelBytes from "./assets/dice/die.glb";
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const LIMIT = 252;
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const TAU = Math.PI * 2;
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const RANDOM_WORD = new Uint32Array(1);
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const FACE_NORMALS = {
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1: new CANNON.Vec3(0, 0, -1),
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2: new CANNON.Vec3(0, -1, 0),
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3: new CANNON.Vec3(-1, 0, 0),
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4: new CANNON.Vec3(1, 0, 0),
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5: new CANNON.Vec3(0, 1, 0),
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6: new CANNON.Vec3(0, 0, 1),
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};
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function rollDie() {
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const bytes = new Uint8Array(1);
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for (;;) {
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crypto.getRandomValues(bytes);
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if (bytes[0] < LIMIT) return (bytes[0] % 6) + 1;
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}
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}
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function randomUnit() {
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crypto.getRandomValues(RANDOM_WORD);
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return RANDOM_WORD[0] / 0x100000000;
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}
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function randomBetween(min, max) {
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return min + randomUnit() * (max - min);
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}
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function randomSigned(min, max) {
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return (randomUnit() < 0.5 ? -1 : 1) * randomBetween(min, max);
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}
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function randomQuaternion(target) {
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const u1 = randomUnit();
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const u2 = randomUnit();
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const u3 = randomUnit();
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const a = Math.sqrt(1 - u1);
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const b = Math.sqrt(u1);
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target.set(
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a * Math.sin(TAU * u2),
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a * Math.cos(TAU * u2),
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b * Math.sin(TAU * u3),
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b * Math.cos(TAU * u3),
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);
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return target;
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}
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function restingQuaternion(value, yaw = 0) {
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const rotations = {
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1: [Math.PI / 2, 0, 0],
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2: [Math.PI, 0, 0],
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3: [0, 0, -Math.PI / 2],
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4: [0, 0, Math.PI / 2],
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5: [0, 0, 0],
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6: [-Math.PI / 2, 0, 0],
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};
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const face = new THREE.Quaternion().setFromEuler(
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new THREE.Euler(...rotations[value], "XYZ"),
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);
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const aroundUp = new THREE.Quaternion().setFromAxisAngle(
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new THREE.Vector3(0, 1, 0),
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yaw,
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);
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return aroundUp.multiply(face);
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}
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function upwardFace(body) {
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const alignments = [];
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for (const [value, localNormal] of Object.entries(FACE_NORMALS)) {
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const worldNormal = body.quaternion.vmult(localNormal);
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alignments.push({ value: Number(value), alignment: worldNormal.y });
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}
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alignments.sort((a, b) => b.alignment - a.alignment);
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return {
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value: alignments[0].value,
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alignment: alignments[0].alignment,
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margin: alignments[0].alignment - alignments[1].alignment,
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};
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}
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function modelBuffer() {
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return dieModelBytes.buffer.slice(
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dieModelBytes.byteOffset,
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dieModelBytes.byteOffset + dieModelBytes.byteLength,
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);
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}
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function makeMaterial(source) {
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const isPip = /white|enamel/i.test(source?.name || "");
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return new THREE.MeshPhysicalMaterial({
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name: isPip ? "Ivory pips" : "Red resin",
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color: isPip ? 0xf8f5ec : 0xc91f2b,
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roughness: isPip ? 0.38 : 0.27,
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metalness: 0,
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clearcoat: isPip ? 0.14 : 0.34,
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clearcoatRoughness: isPip ? 0.42 : 0.32,
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});
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}
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async function loadTemplate() {
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const gltf = await new GLTFLoader().parseAsync(modelBuffer(), "");
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gltf.scene.traverse((object) => {
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if (!object.isMesh) return;
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object.material = Array.isArray(object.material)
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? object.material.map(makeMaterial)
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: makeMaterial(object.material);
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object.castShadow = true;
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object.geometry.computeBoundingSphere();
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});
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const bounds = new THREE.Box3().setFromObject(gltf.scene);
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const center = bounds.getCenter(new THREE.Vector3());
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const size = bounds.getSize(new THREE.Vector3());
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const centered = new THREE.Group();
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gltf.scene.position.sub(center);
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centered.add(gltf.scene);
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centered.scale.setScalar(2 / Math.max(size.x, size.y, size.z));
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return centered;
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}
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/* A slightly inset box is the stable collision proxy. The visible mesh keeps
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Fusion's exact fillets; the 5% inset keeps the proxy inside that silhouette
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while avoiding stacked contacts that can inject energy into small bodies. */
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function addDieCollider(body) {
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body.addShape(new CANNON.Box(new CANNON.Vec3(0.95, 0.95, 0.95)));
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}
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function makePhysicsWorld() {
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const world = new CANNON.World({ gravity: new CANNON.Vec3(0, -24, 0) });
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world.allowSleep = true;
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world.broadphase = new CANNON.SAPBroadphase(world);
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world.solver.iterations = 18;
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const dieMaterial = new CANNON.Material("die");
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const tableMaterial = new CANNON.Material("table");
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world.addContactMaterial(new CANNON.ContactMaterial(dieMaterial, tableMaterial, {
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friction: 0.6,
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restitution: 0.2,
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contactEquationStiffness: 1e8,
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contactEquationRelaxation: 3,
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}));
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world.addContactMaterial(new CANNON.ContactMaterial(dieMaterial, dieMaterial, {
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friction: 0.3,
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restitution: 0.3,
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contactEquationStiffness: 1e8,
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contactEquationRelaxation: 3,
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}));
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const table = new CANNON.Body({ mass: 0, material: tableMaterial });
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table.addShape(new CANNON.Plane());
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table.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
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world.addBody(table);
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return { world, dieMaterial };
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}
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function makeThrowPlan(count) {
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if (count !== 2) {
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return Array.from({ length: count }, (_, index) => {
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const side = index % 2 === 0 ? -1 : 1;
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return {
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position: [side * 1.8, randomBetween(2.45, 2.8), randomBetween(-0.75, -0.45)],
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velocity: [-side * randomBetween(1.7, 2.3), randomBetween(0.3, 0.8), randomBetween(0.2, 0.65)],
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};
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});
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}
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const chance = randomUnit();
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const mode = chance < 0.55 ? "cross" : chance < 0.9 ? "collision" : "overtake";
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return [0, 1].map((index) => {
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const side = index === 0 ? -1 : 1;
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if (mode === "cross") {
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return {
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position: [side * 1.8, randomBetween(2.45, 2.8), index === 0 ? 1.65 : -1.65],
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velocity: [-side * randomBetween(2.6, 3.2), randomBetween(0.3, 0.8), randomBetween(-0.1, 0.1)],
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};
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}
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if (mode === "overtake") {
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return {
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position: [index === 0 ? -0.8 : 0.8, randomBetween(2.45, 2.8), index === 0 ? -2.15 : 1.25],
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velocity: [randomBetween(-0.25, 0.25), randomBetween(0.3, 0.8), index === 0 ? randomBetween(2.1, 2.7) : randomBetween(0.35, 0.8)],
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};
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}
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return {
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position: [side * 1.8, randomBetween(2.45, 2.8), randomBetween(-0.75, -0.45)],
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velocity: [-side * randomBetween(1.55, 2.05), randomBetween(0.3, 0.8), randomBetween(0.15, 0.55)],
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};
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});
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}
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function resetBodyForThrow(body, launch) {
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body.wakeUp();
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body.position.set(...launch.position);
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randomQuaternion(body.quaternion);
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body.velocity.set(...launch.velocity);
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body.angularVelocity.set(
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randomSigned(10, 15),
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randomSigned(11, 17),
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randomSigned(10, 15),
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);
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body.force.setZero();
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body.torque.setZero();
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body.previousPosition.copy(body.position);
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body.interpolatedPosition.copy(body.position);
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body.previousQuaternion.copy(body.quaternion);
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body.interpolatedQuaternion.copy(body.quaternion);
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body.aabbNeedsUpdate = true;
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}
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function rethrowBody(body, towardCenter = false) {
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body.wakeUp();
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body.position.y += 0.18;
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body.velocity.set(
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towardCenter
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? THREE.MathUtils.clamp(-body.position.x * 0.48 + randomBetween(-0.3, 0.3), -3.2, 3.2)
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: randomBetween(-1.15, 1.15),
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randomBetween(2.1, 2.8),
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towardCenter
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? THREE.MathUtils.clamp(-body.position.z * 0.48 + randomBetween(-0.3, 0.3), -3.2, 3.2)
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: randomBetween(-1.15, 1.15),
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);
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body.angularVelocity.set(
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randomSigned(8, 13),
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randomSigned(9, 14),
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randomSigned(8, 13),
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);
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body.force.setZero();
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body.torque.setZero();
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body.aabbNeedsUpdate = true;
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}
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async function mount(canvas, count = 2) {
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if (!(canvas instanceof HTMLCanvasElement)) {
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throw new TypeError("Dice3D.mount requires a canvas element");
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}
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const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
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renderer.setClearColor(0x000000, 0);
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renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
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renderer.outputColorSpace = THREE.SRGBColorSpace;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.08;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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const scene = new THREE.Scene();
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const camera = new THREE.OrthographicCamera(-8.95, 8.95, 5.8, -5.8, 0.1, 40);
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camera.position.set(0, 9.5, 14.4);
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camera.lookAt(0, 0.72, 0);
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const dieCorners = [];
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for (const x of [-1, 1]) {
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for (const y of [-1, 1]) {
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for (const z of [-1, 1]) dieCorners.push(new THREE.Vector3(x, y, z));
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}
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}
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const projectedCorner = new THREE.Vector3();
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const framePosition = new THREE.Vector3();
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const frameQuaternion = new THREE.Quaternion();
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function dieIsFullyVisible(body) {
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framePosition.set(body.position.x, body.position.y, body.position.z);
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frameQuaternion.set(
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body.quaternion.x,
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body.quaternion.y,
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body.quaternion.z,
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body.quaternion.w,
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);
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return dieCorners.every((corner) => {
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projectedCorner
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.copy(corner)
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.applyQuaternion(frameQuaternion)
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.add(framePosition)
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.project(camera);
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return Math.abs(projectedCorner.x) <= 0.98 && Math.abs(projectedCorner.y) <= 0.98;
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});
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}
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scene.add(new THREE.HemisphereLight(0xffffff, 0x6b2426, 2.05));
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const key = new THREE.DirectionalLight(0xffffff, 2.8);
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key.position.set(-4, 8, 7);
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key.castShadow = true;
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key.shadow.mapSize.set(1024, 1024);
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key.shadow.camera.left = -8;
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key.shadow.camera.right = 8;
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key.shadow.camera.top = 8;
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key.shadow.camera.bottom = -8;
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key.shadow.camera.near = 1;
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key.shadow.camera.far = 30;
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key.shadow.bias = -0.0004;
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key.shadow.normalBias = 0.025;
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key.shadow.radius = 4;
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scene.add(key);
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const fill = new THREE.DirectionalLight(0xffc8c4, 0.9);
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fill.position.set(5, 3, 7);
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scene.add(fill);
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const template = await loadTemplate();
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const { world, dieMaterial } = makePhysicsWorld();
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const dice = [];
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const spacing = 2.75;
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const shadowFloor = new THREE.Mesh(
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new THREE.PlaneGeometry(24, 18),
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new THREE.ShadowMaterial({ color: 0x000000, opacity: 0.2 }),
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);
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shadowFloor.rotation.x = -Math.PI / 2;
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shadowFloor.position.y = -0.055;
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shadowFloor.receiveShadow = true;
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scene.add(shadowFloor);
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for (let index = 0; index < count; index++) {
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const holder = new THREE.Group();
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holder.add(template.clone(true));
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const x = (index - (count - 1) / 2) * spacing;
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const initialValue = rollDie();
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const initialRotation = restingQuaternion(initialValue, randomBetween(0, TAU));
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holder.position.set(x, 1, 0);
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holder.quaternion.copy(initialRotation);
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scene.add(holder);
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const body = new CANNON.Body({
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mass: 1,
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material: dieMaterial,
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linearDamping: 0.22,
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angularDamping: 0.2,
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allowSleep: true,
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sleepSpeedLimit: 0.16,
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sleepTimeLimit: 0.38,
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});
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addDieCollider(body);
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body.position.set(x, 1, 0);
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body.quaternion.set(
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initialRotation.x,
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initialRotation.y,
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initialRotation.z,
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initialRotation.w,
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);
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world.addBody(body);
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dice.push({ holder, body, value: initialValue });
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}
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function syncVisuals() {
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for (const die of dice) {
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const { position, quaternion } = die.body;
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die.holder.position.set(position.x, position.y, position.z);
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die.holder.quaternion.set(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
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}
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}
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function resize() {
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const width = Math.max(1, canvas.clientWidth);
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const height = Math.max(1, canvas.clientHeight);
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const aspect = width / height;
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const halfHeight = 5.8;
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camera.left = -halfHeight * aspect;
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camera.right = halfHeight * aspect;
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camera.top = halfHeight;
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camera.bottom = -halfHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(width, height, false);
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renderer.render(scene, camera);
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}
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const observer = new ResizeObserver(resize);
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observer.observe(canvas);
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resize();
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let busy = false;
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let frameRequest = 0;
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let destroyed = false;
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function finishRoll(resolve) {
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syncVisuals();
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renderer.render(scene, camera);
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const values = dice.map((die) => {
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die.value = upwardFace(die.body).value;
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return die.value;
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});
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busy = false;
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resolve(values);
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}
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function diceNeedingRethrow() {
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return dice.flatMap((die) => {
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const face = upwardFace(die.body);
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const cocked = face.alignment < 0.9 || face.margin < 0.08;
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const outsideFrame = !dieIsFullyVisible(die.body);
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return cocked || outsideFrame ? [{ die, outsideFrame }] : [];
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});
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}
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function rethrowInvalidDice(invalidDice) {
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invalidDice.forEach(({ die, outsideFrame }) => {
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rethrowBody(die.body, outsideFrame);
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});
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}
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function roll() {
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if (busy) return Promise.resolve(null);
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busy = true;
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const plan = makeThrowPlan(dice.length);
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dice.forEach((die, index) => resetBodyForThrow(die.body, plan[index]));
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const reducedMotion = matchMedia("(prefers-reduced-motion: reduce)").matches;
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if (reducedMotion) {
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for (let attempt = 0; attempt < 8; attempt++) {
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for (let step = 0; step < 720; step++) world.step(1 / 120);
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const invalidDice = diceNeedingRethrow();
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if (!invalidDice.length) break;
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rethrowInvalidDice(invalidDice);
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}
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dice.forEach((die) => die.body.sleep());
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return new Promise((resolve) => finishRoll(resolve));
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}
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let startedAt = performance.now();
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let previous = startedAt;
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return new Promise((resolve) => {
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function frame(now) {
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if (destroyed) return;
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const elapsedSeconds = (now - startedAt) / 1000;
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const frameSeconds = Math.min(0.05, (now - previous) / 1000);
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previous = now;
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/* A modest presentation-speed adjustment keeps tiny dice readable
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without recreating the earlier slow-motion feel. */
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world.step(1 / 120, frameSeconds * 1.7, 12);
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syncVisuals();
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renderer.render(scene, camera);
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const asleep = dice.every((die) => die.body.sleepState === CANNON.Body.SLEEPING);
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if ((elapsedSeconds > 0.8 && asleep) || elapsedSeconds > 6) {
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if (!asleep) dice.forEach((die) => die.body.sleep());
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const invalidDice = diceNeedingRethrow();
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if (invalidDice.length) {
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rethrowInvalidDice(invalidDice);
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startedAt = now;
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previous = now;
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frameRequest = requestAnimationFrame(frame);
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} else {
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finishRoll(resolve);
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}
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} else {
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frameRequest = requestAnimationFrame(frame);
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}
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}
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frameRequest = requestAnimationFrame(frame);
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});
|
||||
}
|
||||
|
||||
return {
|
||||
roll,
|
||||
dice,
|
||||
isBusy: () => busy,
|
||||
destroy() {
|
||||
destroyed = true;
|
||||
cancelAnimationFrame(frameRequest);
|
||||
observer.disconnect();
|
||||
const geometries = new Set();
|
||||
const materials = new Set();
|
||||
scene.traverse((object) => {
|
||||
if (!object.isMesh) return;
|
||||
if (object.geometry) geometries.add(object.geometry);
|
||||
const list = Array.isArray(object.material) ? object.material : [object.material];
|
||||
list.filter(Boolean).forEach((material) => materials.add(material));
|
||||
});
|
||||
geometries.forEach((geometry) => geometry.dispose());
|
||||
materials.forEach((material) => {
|
||||
for (const value of Object.values(material)) {
|
||||
if (value?.isTexture) value.dispose();
|
||||
}
|
||||
material.dispose();
|
||||
});
|
||||
world.bodies.slice().forEach((body) => world.removeBody(body));
|
||||
renderer.renderLists.dispose();
|
||||
renderer.dispose();
|
||||
scene.clear();
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
window.Dice3D = { mount, rollDie };
|
||||
Reference in New Issue
Block a user